void S_SoundList(void);
void S_Update_();
-void S_ClearBuffer (void);
-
// =======================================================================
// Internal sound data & structures
sound_started = true;
Con_DPrintf("Sound sampling rate: %i\n", shm->format.speed);
-
- S_StopAllSounds ();
}
void S_Shutdown(void)
if (!snd_initialized.integer)
return NULL;
- // Add the default sound directory to the path
if (strlen (name) >= sizeof (sfx->name))
Host_Error ("S_FindName: sound name too long (%s)", name);
void S_ServerSounds (char serversound [][MAX_QPATH], unsigned int numsounds)
{
sfx_t *sfx;
+ sfx_t *sfxnext;
unsigned int i;
// Start the ambient sounds and make them loop
}
// Free all unlocked sfx
- sfx = known_sfx;
- while (sfx != NULL)
+ for (sfx = known_sfx;sfx;sfx = sfxnext)
{
- sfx_t* crtsfx;
-
- // We may lose the "next" pointer after S_FreeSfx
- crtsfx = sfx;
- sfx = sfx->next;
-
- S_FreeSfx (crtsfx, false);
+ sfxnext = sfx->next;
+ S_FreeSfx (sfx);
}
}